importedAssets | Array of paths to imported assets. |
deletedAssets | Array of paths to deleted assets. |
movedAssets | Array of paths to moved assets. |
movedFromAssetPaths | Array of original paths for moved assets. |
didDomainReload | Boolean set to true if there has been a domain reload. |
任意の数のアセットのインポートが完了した後に呼び出されます(アセットの進捗バーが最後まで到達したとき)
This call may occur after a manual reimport, or when you move an asset or a folder of assets to a new location in the Project window. Every string array item contains a file path relative to the Assets folder, under the Project root. importedAssets
contains paths of all assets used in the operation. Each consecutive index of movedAssets
and movedFromAssetPaths
refers to the same asset.
もしバルクオペレーションをフォルダーではなく、いくつかの個別のアセットで実行した場合、この関数は個別のアセットが複数の配列での唯一のアイテムとしてアセットごとに一回だけ呼び出されます。
OnPostProcessAllAssets is called when the asset database finishes importing assets. You can safely perform any asset database operations from within this callback, such as loading, importing, moving or deleting assets.
OnPostProcessAllAssets should be used for initialization after a domain reload, if the initialization requires asset operations like loading of assets. didDomainReload
parameter can be checked whether there has been a domain reload. All domain reloads will cause OnPostprocessAllAssets to be called.
Note: If your code causes any new asset imports during this callback, OnPostProcessAllAssets will be called again once those new imports are complete.
Note that this function must be declared as static
, that is it will not be called correctly if it is declared as an instance function.
The order specified by GetPostprocessOrder does not affect this function, instead the order can be controlled by defining dependencies using the following attributes:
RunAfterClassAttribute, RunBeforeClassAttribute
RunAfterAssemblyAttribute, RunBeforeAssemblyAttribute
RunAfterPackageAttribute, RunBeforePackageAttribute
Note: A version of this callback without the didDomainReload
parameter is also available (OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths))
using UnityEngine; using UnityEditor;
class MyAllPostprocessor : AssetPostprocessor { static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths, bool didDomainReload) { foreach (string str in importedAssets) { Debug.Log("Reimported Asset: " + str); } foreach (string str in deletedAssets) { Debug.Log("Deleted Asset: " + str); }
for (int i = 0; i < movedAssets.Length; i++) { Debug.Log("Moved Asset: " + movedAssets[i] + " from: " + movedFromAssetPaths[i]); }
if (didDomainReload) { Debug.Log("Domain has been reloaded"); } } }